//default
attribute vec3 positionIn;
attribute vec2 texcoordIn;
attribute vec3 normalIn;

//frag output
varying vec2 texcoord;

void main() {

  vec4 eyeTemp = gl_ModelViewMatrix * vec4(positionIn, 1);
  
  gl_Position = gl_ProjectionMatrix * eyeTemp;

  // Just copy the texture coordinates
  texcoord = texcoordIn;


}
